Game worlds are viewed from a camera, which is the viewpoint from which the game world is observed from.

learn more… | top users | synonyms

0
votes
2answers
242 views

openGL Camera setup for Zoom in/out centered at point under cursor

I am trying to implement a zoom in/out navigation mode in a openGL 3dViewer. I was able to implement zoom functionality centered at screen center just by moving eye towards the center in perspective ...
0
votes
2answers
72 views

Player's camera, how to obtain smooth movement

In a 2D platformer, I have a player that can move both horizontally and vertically. I also have a camera that moves in relation to player. In every update I do this: public void RepositionCamera() ...
0
votes
1answer
64 views

Incomplete mesh using DrawIndexedPrimitives after rotating mesh

Through help on this site I was able to draw the triangles of an unrotated, nonscaled nontransformed mesh created in Blender and exported to OBJ, accurately imported through Assimp and rendered in XNA ...
1
vote
1answer
179 views

Unity 2D camera drifts from player as speed increases

I have a dilemma that I did not have in XNA before porting my game to Unity. First-- my goal is to mimic Super Mario World 2's camera tracking in x. The camera tracks to 1 block ahead of the player, ...
1
vote
5answers
346 views

What is this type of camera called?

I am trying to find a name like "perspective view" of how a camera like this is called: It is 2d and 3d at the same time. I'm having a hard time trying to find the name.
0
votes
2answers
88 views

what function creates rotation effect in three.js?

which part of the code is responsible for the rotation in this example? Is it the camera or the scene itself? http://threejs.org/examples/#canvas_camera_orthographic
0
votes
1answer
83 views

Camera rotation around point, but without centering

Let's say i have the following: Point somewhere in space Camera with position and orientation (up, right, forward) I want to rotate camera around the point, but also keep this point in same place ...
2
votes
1answer
148 views

Generating transformation matrix for 2D camera with pan/zoom/rotate

Question How do you implement a camera with pan/zoom/rotation for a 2d game? Is it acceptable to multiply together a series of transformation matrixes to generate a final transformation matrix that ...
0
votes
0answers
126 views

Shifting the camera and setting a new scene when using Box2D

My jsFiddle: // START -- MOVE CAMERA var p = new b2Vec2(); p = (ball.body.GetWorldCenter().x) * physics.scale; pos.push(p); var length = pos.length; var s = (pos[length - 1] - pos[length - 2]); //in ...
0
votes
0answers
48 views

Focus a turntable style camera on an object

I have a turntable style camera in the maya / blender / alembic / opensubdiv example. I want to be able to match the camera translation to any objects translation pivot point in the scene and then ...
4
votes
1answer
204 views

OpenGL rendering looks squeezed

I am rendering bunch of cubes of unit size, but for some reason they look like they are squeezed a bit in the screen-space y axis. Why is this? My projection matrix: Projection = ...
2
votes
1answer
70 views

Camera roll has no effect

Consider my following (abstracted) C# w/ SharpDX code: class Game { Camera _camera = new Camera(); private void Window_KeyDown(object sender, KeyEventArgs e) { // Roll if ...
0
votes
2answers
152 views

Java: Camera Rendering

Which is the best way to detect whenever an object or tile is inside the Camera Range so I can draw it? With "best" I mean more efficient, and quicker. Thanks
1
vote
1answer
180 views

How do I fix my planet-facing camera?

Summary I'm having trouble implementing a camera controller suitable for first person use around a planet. The camera needs to be oriented correctly according to gravity (vector from camera ...
0
votes
0answers
52 views

3D model editor manipulators

I'm trying to make my own 3D model editor to better learn 3D programming. I have my translate manipulators and I'm trying to calculate the Vector2 that the mouse would have to move in order to move an ...
0
votes
2answers
144 views

FPS camera specification

I remember I once composed a FPS viewing transformation, as a composition of 3 rotations, each with an angle as a parameter. The first angle specified the left/right rotation around the y-axis, the ...
0
votes
0answers
287 views

Irrlicht - Camera rotation like FPS

I'm constructing a game in OpenGL and initially I started using GLUT for the general purposes. However, later on I bumped over the problem of 3D model import and, after so many time trying to import ...
2
votes
0answers
63 views

How to set “near” value properly?

Usually, the camera's near value is set to sth like 0.1f. However, this (assuming 1.0f = 1 metre) makes everything that's closer than 10 cm from the camera invisible. On the other hand, when working ...
0
votes
1answer
96 views

Strange quaternion camera streching in WebGL

So after a lot of researching about quaternions I almost got the quaternion camera working. Almost, cause it rotates in a proper way only in a vertical axis. Other rotations stretches and deforms the ...
0
votes
0answers
113 views

Box2dLights rendering in bigger scale

So basically my box2dLights are rendering in wreid places. The circle in center is my player and as you can see lamp which should be aligned to player is in the right-top corner. my code: package ...
0
votes
1answer
130 views

On Screen Coin Animation

am working with side scrolling skater game. I want to perform coin animation such that as player collect coin it moves upside and attach with currency sprite. My main character and coin present in ...
2
votes
1answer
261 views

3D Camera Rotation

Please, forgive me, but I need help and I've been stuck on this for a few weeks now, I'm making no progress and everywhere I go and I see a different answer, everything I try doesn't work. I've had ...
1
vote
0answers
79 views

3D Camera Y-Axis wrong angle

I am trying to build a camera class, though I am running into a problem. When I move the camera above/below, and try to move towards the ground, I am moved off in what seems to be about 45 degrees in ...
0
votes
1answer
55 views

How to realize a camera that is following the player [duplicate]

I want to create a simple space game, like Asteroids. Unlike Asteroids, the map is supposed to be larger than what the player can see: The grey part is what the player can see in the game window, to ...
4
votes
3answers
184 views

How do I change the relative origins of a Box2D World and a TiledMap in Libgdx?

I'm playing around with Box2D and TiledMaps and I've come across this minor annoyance. As you can see, both Box2D and TiledMap render at the center of the screen. This forces me to compensate by ...
0
votes
0answers
31 views

Checking if a object is blocking my view of a light (it's between light and camera)

I'm trying to determine, from a list of objects, which ones are blocking my view of a light. In other words: which ones are between the light and the camera. Coding in C++, using HPL1Engine. This is ...
1
vote
0answers
58 views

Texture visualization problem on camera movement (xna)

I'm trying to move a camera over a model that is used as the floor of the game. When I move the camera, the texture of the model is not showing correctly (video of the problem: ...
0
votes
1answer
246 views

First person camera world matrix issue (in THREE.js and webGL)

I'm trying to create a Portal-like effect in webGL using THREE.js. I have two scenes connected by a pair of portals. The view of the 2nd scene in rendered inside the 1st portal using stencils and ...
0
votes
1answer
253 views

How do I determine the look-at vector of a free-look camera?

I'm trying to create a free-look camera with DirectX 10. I've figured out how to get the directions for forward and back and left to right. However, I don't know how to rotate the look-at vector of ...
1
vote
1answer
159 views

What are the types of 3rd-person camera called?

I'm struggling with the terminology surrounding different types of 3rd person camera. What are the common 3rd-person camera types called? What are some notable examples of their use? Here's what I ...
-1
votes
1answer
101 views

Homeworld style orbital camera concept [closed]

So I spent some time thinking of how I'm going to make a camera similar to what's used in Homeworld (a 3D space RTS, in which your camera can be rotated around your units to look at them from any ...
0
votes
1answer
260 views

How to get plane rotation by known normal vector

I have a FPP quaternion Camera and Plane with known normal vector. I want to find the orientation of this Plane so I can replace it to the Camera orientation to put the camera forward vector to a ...
1
vote
1answer
48 views

Why does my camera break mouse position targeting? [duplicate]

I made a short video of this. Basically, when the screen scrolls with the camera, the character begins firing at the incorrect mouse position. You can see where I am clicking the whole time. As we ...
1
vote
1answer
163 views

How do I ensure that my 2D side-scroller camera stays within the world bounds?

I have tried implementing a basic 2D sidescroller camera in XNA, but I don't want it to be able to scroll past the edges of my tile map! I tried to fix it, but when I get the left side working, the ...
0
votes
1answer
483 views

How to clamp player movement correctly?

I have a 2D space shooter game. I looked up some questions from unity community and came across this solution. Below is the code for my player's movement: //horizontal <- || -horizontal -> ...
0
votes
1answer
131 views

What are the correct angles in the Top-down perspective?

In the following picture it says that in the Top-down perspective the angles are 90°, but if it would be 90° then you shouldn't see the front of the building and the roof at the same time... So what ...
0
votes
1answer
89 views

Is there a benefit to applying forces to my camera?

I have implemented a camera system and a rudimentary physics system. I now have a decision to make regarding steering the camera: Option 1 - Update the camera movement directly. eg. position (0, 0, ...
-1
votes
2answers
92 views

Camera movement bug

In my game, the player's movement script and the camera's movement script are separate. Both of them use "W", "A", "S", and "D" to move. The camera can also use "Q" and "E" to rotate around the ...
0
votes
1answer
430 views

How do I move the camera in 2D LWJGL openGL?

I am making a top-down rpg game with the LWJGL but I can't figure out how to make the camera follow the player. I've tryed using GLU.gluLookAt() but it seems to be designed for 3D and when I try it ...
0
votes
1answer
125 views

moving first person camera with the mouse on right click

I am new to game development and I am trying to get the game input working. I have successfully got all the movement keys for walking/running/looking around working; however, I am having a terrible ...
1
vote
1answer
138 views

Draw character silhouette when not visible

I have a mesh representing my character. I want to give it a partially transparent greyish silhouette when other objects are blocking it from view of the camera. I'm using Ogre3D, and GLSL as a ...
0
votes
0answers
144 views

Bullet Physics Raytrace Picking

I'm having trouble picking using bullet's raytrace code Here's what I have so far for creating the actual Ray float top = 1.f; float bottom = -1.f; float nearPlane = 1.f; float tanFov = (top - ...
1
vote
1answer
65 views

Why does everything appear backwards when using orthographic projection?

I may not be calculating my orthographic projection matrix properly. What can I do to ensure that my scene renders correctly when using orthographic projection? The rendering order appears to be ...
1
vote
1answer
53 views

Camera Aligned To Sphere Surface

I am writing a planet renderer and have come across a problem that is really limiting the usability of the program. When I am on the planet (anywhere but the north pole) I cannot rotate the camera to ...
-1
votes
1answer
111 views

Live capturing from Unity-like application

I need such thing for non-game application: A city-like 3D scene, containing a few people. People walk, run, stand, ... May be cars also. Around the scene some cameras are located. And I need them ...
1
vote
1answer
64 views

How are scripted camera usually managed?

I noticed that many open games (think platformers, adventure, action...) have very complex cameras that appear to mix both automatic placement most of the time, and sort of pre-placed camera ...
0
votes
1answer
262 views

XNA 2D Camera, zoom into player

My 2D camera follows the character fine without any zooming. However, when I tried adding a zoom feature using the Matrix.CreateScale(), the camera no longer follows the character properly. public ...
-1
votes
2answers
116 views

What Should the Limits On the Camera's Pitch Be? [closed]

What should I be using as the limit to how much a camera can pitch in a first person video game? I'm assuming most video games use around the same value - so if I can use that value in my game, it ...
3
votes
3answers
148 views

Smooth interpolation with variable time steps

My game engine just went through a small overhaul that changed its fixed time step loops into variable time steps ones. Though everything has already been adapted steadily to the new environment, ...
0
votes
1answer
489 views

My method for switching between cameras in Unity does not change the main camera

I would like to be able to switch between a variable number of cameras in my scene. The common approach requires toggling the active camera's 'enabled' property to true and setting the others to ...